AlexVestin 24 Posted January 24, 2014 (edited) Gon' be a while still :) I am currently trying to focus the most on some of the more important weapons like the M4A1, M249 and M9. I want them to be of a much higher quality compared to what they are in the current released version. That goes for everything of course. What I've got now is going to be much better. I am still leaning towards not having any dependencies for the mod, since that always gets more golden starts with people, so then I gotta do quite a lot of stuff too to get that. Wich is fine by me. If I get bored of a rifle, I have atleast 5 more, or a launcher, or a pistol, or some character gear to work on etc. Edited January 24, 2014 by AlexVestin Share this post Link to post Share on other sites
daveygary1979 14 Posted January 24, 2014 Am i not involved in the creative team anymore? i did supply nearly all of the equipment on the kevlar's! although tbh mate i am not too bothered about being mentioned, i know what is my work afterall. Share this post Link to post Share on other sites
AlexVestin 24 Posted January 24, 2014 Pm'ed you for the time being :) Share this post Link to post Share on other sites
scarecrow398 43 Posted January 24, 2014 I know how to create a working bipod animations when switching to a 'fake' firemode, but I do not think I've found a way to actually have the bipod useful.I can have it decrease recoil, but it is not ideal because it works when you're just standing in the open also. Can firemodes check if you're in a certain stance? You could just have different recoil values for prone and standing and then for the 2nd firemode just lower the prone recoil value. Share this post Link to post Share on other sites
AlexVestin 24 Posted January 24, 2014 (edited) I can't find a recoil value to tweak myself per firemode, altough I can change it to another weapons default prone-recoil. However, recoil is one thing, weaponsway is something totally different that would actually make my bipods really usable if I could tweak it by firemode. Did I mention I am making every item have soft shadows enabled? :D It's starting to look quite nice when there's no weird shadowing on anything. Edited January 24, 2014 by AlexVestin Share this post Link to post Share on other sites
disco.modder 116 Posted January 24, 2014 M107CQ? Yes please! Id like to chuck an ACOG on it and see how it goes in CQB. Share this post Link to post Share on other sites
theevancat 277 Posted January 24, 2014 M107CQ? Yes please! Id like to chuck an ACOG on it and see how it goes in CQB. The M107 actually has a CQB version? I thought that was just something that DICE chucked into Battlefield 4 for a made-up, OP CQB power weapon. Share this post Link to post Share on other sites
roberthammer 582 Posted January 24, 2014 The M107 actually has a CQB version? I thought that was just something that DICE chucked into Battlefield 4 for a made-up, OP CQB power weapon. http://en.wikipedia.org/wiki/Barrett_M82#Barrett_M107CQ This version was made to be used in urban areas and SF , not proper CQB because you cant really snipe with it in very close range heh Share this post Link to post Share on other sites
AlexVestin 24 Posted January 24, 2014 Indeed :) I threw it in cause it wasn't really much work to get that one extra version. Barrel is shorter and no front flip-up sight. Share this post Link to post Share on other sites
theevancat 277 Posted January 24, 2014 http://en.wikipedia.org/wiki/Barrett_M82#Barrett_M107CQThis version was made to be used in urban areas and SF , not proper CQB because you cant really snipe with it in very close range heh " According to the manufacturer, the M107CQ is suitable for use in helicopters, force protection watercraft, tactical scout land vehicles, and as an urban soldier's combat multiplier for close quarter battles." Ah. So it's something that the Coast Guard would use to snipe out engine blocks on drug-running speedboats or whatever. Yeh, the BF4 one is some sort of quick-scoping trickshot instakill. Always good to ram that into my buddies when I play Xbox with them. Share this post Link to post Share on other sites
gatordev 219 Posted January 25, 2014 Ah. So it's something that the Coast Guard would use to snipe out engine blocks on drug-running speedboats or whatever. In a word...no. They use the standard M107, or occasionally an EBR, with some sort of red dot or a Short Dot. The length of the barrel doesn't really affect it's use in the cargo door, especially with the M240 poking out that sits right next to it. Share this post Link to post Share on other sites
AlexVestin 24 Posted January 25, 2014 I am fairly sure that it's areas of use are actually in helicopters and watercrafts. Isn't it just supposed to be less bulky for tighter areas? http://photos.wikimapia.org/p/00/00/65/66/47_big.jpg http://wikimapia.org/11399616/CGAS-Cecil-Field http://www.officer.com/product/10041167/barrett-firearms-mfg-inc-m107-cq ---------- Post added at 14:14 ---------- Previous post was at 14:07 ---------- Would it be bad if my only dependency were JSRS 2.0? The sounds are awesome and I can't do better. But it's a big file to depend on. Share this post Link to post Share on other sites
HitmanTwoActual 188 Posted January 25, 2014 Would it be bad if my only dependency were JSRS 2.0? The sounds are awesome and I can't do better. But it's a big file to depend on. Well many people use JSRS 2.0, but some people perfer Speed of Sound, or just nothing at all. I think the best way to do it, would be to do a optional config for JSRS. Share this post Link to post Share on other sites
AlexVestin 24 Posted January 25, 2014 It's what I am thinking. I am unsure of how it'd work. I took a look at LordJarheads configs, and they simply replace the sound filepaths on default weapons with his own leading to his sounds. I don't think I can just have my filepaths leading to his sounds, and the distance effects and everything works. Will have to try some things. ---------- Post added at 15:27 ---------- Previous post was at 14:32 ---------- As I thought. I can't just change filepaths to his sounds. Weapons can only be heard up to about 150m that way. Share this post Link to post Share on other sites
HitmanTwoActual 188 Posted January 25, 2014 Well then I guess it's up to you if you want to use it then. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted January 25, 2014 It's what I am thinking. I am unsure of how it'd work. I took a look at LordJarheads configs, and they simply replace the sound filepaths on default weapons with his own leading to his sounds. I don't think I can just have my filepaths leading to his sounds, and the distance effects and everything works. Will have to try some things.---------- Post added at 15:27 ---------- Previous post was at 14:32 ---------- As I thought. I can't just change filepaths to his sounds. Weapons can only be heard up to about 150m that way. JSRS sounds are two things, 1st is the standard ingame sounds which can be whatever you want and the second part is the config definition that determines the distance etc sounds IE: jsrs_soundeffect = "JSRS2_Distance_Effects_mx"; this doesn't cause a dependency, naturally if you point to his sounds for the 1st part you will. Share this post Link to post Share on other sites
AlexVestin 24 Posted January 25, 2014 (edited) So I can atleast somehow add the distance effects to weapon sounds if JSRS 2.0 is enabled, and it wont cause a dependency? I will need his permission, but I'll look into it :) M4A1 screenshot: http://cloud-2.steampowered.com/ugc/3281171992704003784/2AADF9F0A5D78548905F31ADB9B3E8626450FC1D/ M107 screenshot: http://cloud-3.steampowered.com/ugc/3281171992717549908/EBEE299B3EED04C0B422C4222232706CA46D148B/ http://cloud-4.steampowered.com/ugc/3281171992717661152/B17EB9F15F6061DCD0C926E1AFDD47BF684EEDFE/ All items with soft shadows looks much more appropriate compared to stencils: http://cloud-2.steampowered.com/ugc/3281171992717966310/5C1115DBAFF4EBA8A3C97FBB4903ACCDA3E554B5/ Female bodies tested atleast: http://cloud-4.steampowered.com/ugc/3281171992718211030/3C247AF268751749CE4C062FDF9BD9F46A3B31BD/ http://cloud-4.steampowered.com/ugc/3281171992718209773/5521607670F76883CF8FFE09337A2687BAFC17A9/ http://cloud-3.steampowered.com/ugc/3281171992718208187/325BDD9D2705DEB23EEC20A86DA143B24018596A/ Since I begun updating all of this stuff I haven't touched the OCP/Multicam stuff at all. I thought I'd atleast take a look at those units too and try to see how they've been affected so far by the stuff getting updated. Obvious things like textures aren't correct, but here's a screenshot: http://cloud-4.steampowered.com/ugc/3281171992718511564/D7D573E2060446CB5EECCF21260F71F88B2E9808/ Edited January 26, 2014 by AlexVestin Share this post Link to post Share on other sites
theevancat 277 Posted January 26, 2014 These all look great. Do you have any plans for rucksacks, too? http://kitup.military.com/wp-content/uploads/2010/05/webPack1.jpg (236 kB) IIRC those are both issued. Share this post Link to post Share on other sites
AlexVestin 24 Posted January 26, 2014 As long as I can find something to work from. A few pages back we went through the standard issue ones. I am looking for the MOLLE II Assault Pack, Medium Rucksack or Large Rucksack and the Eagle Modular Assault Pack as a plus. It's not one of my top priorities, but I do want to add them :) The ones in A3 and currently in use in the mod is the fastpack: http://www.notcot.com/images/2010/11/tad2.jpg They will have to work as placeholders. Share this post Link to post Share on other sites
PolyG 69 Posted January 26, 2014 So I can atleast somehow add the distance effects to weapon sounds if JSRS 2.0 is enabled, and it wont cause a dependency?I will need his permission, but I'll look into it :) M4A1 screenshot: http://cloud-2.steampowered.com/ugc/3281171992704003784/2AADF9F0A5D78548905F31ADB9B3E8626450FC1D/ M107 screenshot: http://cloud-3.steampowered.com/ugc/3281171992717549908/EBEE299B3EED04C0B422C4222232706CA46D148B/ http://cloud-4.steampowered.com/ugc/3281171992717661152/B17EB9F15F6061DCD0C926E1AFDD47BF684EEDFE/ All items with soft shadows looks much more appropriate compared to stencils: http://cloud-2.steampowered.com/ugc/3281171992717966310/5C1115DBAFF4EBA8A3C97FBB4903ACCDA3E554B5/ Female bodies tested atleast: http://cloud-4.steampowered.com/ugc/3281171992718211030/3C247AF268751749CE4C062FDF9BD9F46A3B31BD/ http://cloud-4.steampowered.com/ugc/3281171992718209773/5521607670F76883CF8FFE09337A2687BAFC17A9/ http://cloud-3.steampowered.com/ugc/3281171992718208187/325BDD9D2705DEB23EEC20A86DA143B24018596A/ Since I begun updating all of this stuff I haven't touched the OCP/Multicam stuff at all. I thought I'd atleast take a look at those units too and try to see how they've been affected so far by the stuff getting updated. Obvious things like textures aren't correct, but here's a screenshot: http://cloud-4.steampowered.com/ugc/3281171992718511564/D7D573E2060446CB5EECCF21260F71F88B2E9808/ Dependent on how well the females work, would you mind releasing a source for us to get our uniforms to work on them? Share this post Link to post Share on other sites
AlexVestin 24 Posted January 26, 2014 Dependent on how well the females work, would you mind releasing a source for us to get our uniforms to work on them? Absolutely. The source I have I got from another user. It's not entirely my work, he did the proportion altering and other varius things that went with it. Here's the thread: http://forums.bistudio.com/showthread.php?171576-Clarion-WIP-thread Here's the source files for female bodys: http://www.mediafire.com/download/8nr241xmm8g9mhs/female.pbo Share this post Link to post Share on other sites
PolyG 69 Posted January 26, 2014 Absolutely.The source I have I got from another user. It's not entirely my work, he did the proportion altering and other varius things that went with it. Here's the thread: http://forums.bistudio.com/showthread.php?171576-Clarion-WIP-thread Here's the source files for female bodys: http://www.mediafire.com/download/8nr241xmm8g9mhs/female.pbo Shame he was banned, have you attempted to put a uniform on her yet or does someone need to make a whole new uniform base for them? Share this post Link to post Share on other sites
gurdy 479 Posted January 26, 2014 Stellar work, man! Can't wait to see what else you have in store. :) Share this post Link to post Share on other sites
AlexVestin 24 Posted January 26, 2014 (edited) First of all, females will need an altered base character, with their base uniform changed to the female underwear so it's always that underneath everything else. Secondly, all uniforms intended to be used with a female base model should be a custom uniform entirely. Since hands, arms and legs are a part of a uniform. Not the base body underneath. Stellar work, man! Can't wait to see what else you have in store. :) Some stuff is still coming along nicely :) Edited January 26, 2014 by AlexVestin Share this post Link to post Share on other sites
theevancat 277 Posted January 26, 2014 As long as I can find something to work from. A few pages back we went through the standard issue ones.I am looking for the MOLLE II Assault Pack, Medium Rucksack or Large Rucksack and the Eagle Modular Assault Pack as a plus. It's not one of my top priorities, but I do want to add them :) The ones in A3 and currently in use in the mod is the fastpack: http://www.notcot.com/images/2010/11/tad2.jpg They will have to work as placeholders. I didn't realize that the fastpack was in A3. I know that there was the kitbag last time I checked. But that's not the fastpack. Share this post Link to post Share on other sites